Description.ext

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Revision as of 18:54, 21 August 2014 by Killzone Kid (talk | contribs) (corpseManagerMode, wreckManagerMode)
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The Description.ext file sets the overall mission attributes, and defines some global entities that will be available to other scripts. It is placed in mission's root folder. It uses the same syntax and structure as the Config.cpp file, but supports only a limited number of the full set of Config.cpp classes. Many, such as CfgVehicles, won't work.

In OFP:Elite this file is required for MP missions. If this is not included, a "-1 error" is shown when selecting the mission and the mission won't load.

For edits to description.ext to take effect in Preview you must first save or re-load the mission into the editor.

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Attributes

Intro- duced in Attribute Type Description See Also

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onLoadMission

String Displays a message while the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time. Care should be taken to see whether your message is readable in that timeframe.
onLoadMission = "YourMissionName";

The OnLoadMission option is used to present the mission name to the user. In MP this is the name you see when selecting a mission and also the name that is presented to the MultiPlayer browser.

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onLoadIntro

String Displays a message while the intro is loading.
onLoadIntro = "YourMessage"

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onLoadMissionTime

Number Define whether you will see the time and date displayed while the mission loads. 1 means visible, 0 hidden.
onLoadMissionTime = 1;

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onLoadIntroTime

Number Define whether you will see the time and date displayed while the intro loads. 1 means visible, 0 hidden.
onLoadIntroTime = 1;

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loadScreen

String You can define a picture to be shown while the mission is loaded.

The path is relative to the mission folder.

loadScreen =  "pictures\intro.paa";

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cfgLoadingTexts

Class Define mission specific loading texts.

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minScore

Number Set minimum score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
minScore = 0;

Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end.

avgScore, maxScore

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avgScore

Number Set average score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
avgScore = 1800;

Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end.

minScore, maxScore

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maxScore

Number Set maximum score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
maxScore = 75000;

Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end.

minScore, avgScore

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respawn

String or Number Sets respawn type.

Can be one of:

  • 0 or "NONE" - No respawn
  • 1 or "BIRD" - Respawn as a seagull
  • 2 or "INSTANT" - Respawn just where you died.
  • 3 or "BASE" - Respawn in base.
    • Requires a marker named:
      • respawn_west
      • respawn_east
      • respawn_guerrila
      • respawn_civilian
    • Add markers named with the prefix 'respawn_west' with any suffix (eg: respawn_westABC, respawn_west1, respawn_west_2, etc) for multiple random respawn points. Similarly for east, guerrilla and civilian.
    • Vehicle respawn in base requires a marker named:
      • respawn_vehicle_west
      • respawn_vehicle_east
      • respawn_vehicle_guerrila
      • respawn_vehicle_civilian
  • 4 or "GROUP" - Respawn in your group (if there's no AI left, you'll become a seagull).
  • -wrong parameter ("Arma") defined!-1.08 5 or "SIDE" - Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull). With this respawn type, team switch is also available to any AI controlled playable units.
respawnDelay, respawnVehicleDelay, respawnDialog

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respawnDelay

Number Set respawn delay in seconds.
respawnDelay = 42;
respawn, respawnVehicleDelay, respawnDialog

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respawnVehicleDelay

Number Set vehicle respawn delay in seconds.
respawnVehicleDelay = 11;
respawn, respawnDelay, respawnDialog

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respawnDialog

Number Show the scoreboard and respawn countdown timer for a player if he is killed with respawnType 3. Default is 1 (true).
respawnDialog = 0;
respawn, respawnDelay, respawnVehicleDelay

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cfgSounds

Class General sounds that can be used for dialog, voiceovers in the briefing etc.
class CfgSounds
{
	sounds[] = {};
	class wolf1
	{
		// how the sound is referred to in the editor (e.g. trigger effects)
		name = "my_wolf_sound";
		// filename, volume, pitch
		sound[] = {"fx\wolf1.ogg", 1, 1};
		// subtitle delay in seconds, subtitle text 
		titles[] = {1, "*wolf growls*"};
	};
};

Use in missions:

playSound "wolf1";   // use the class name!
player say ["wolf1", 100];

(see tutorial)

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cfgRadio

Class Radio sentences
class CfgRadio
{
	sounds[] = {};
	class RadioMsg1
	{
		name = "";
		sound[] = {"\sound\filename1.ogg", db-100, 1.0};
		title = "I am ready for your orders.";
	};
	class RadioMsg2
	{
		name = "";
		sound[] = {"\sound\filename2", db-100, 1.0}; // .wss implied
		title = {$STR_RADIO_2};
	};
};

Note that the location of the sound file is relative to the mission.

Use in missions:

unit sideRadio "RadioMsg2";

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cfgMusic

Class
class CfgMusic
{
	tracks[]={};
class MarsIntro { name = ""; sound[] = {"\music\filename.ogg", db+0, 1.0}; }; class Ludwig9 { name = ""; sound[] = {"\music\filename.ogg", db+10, 1.0}; }; };

Name can be left blank as in the examples above. Only specify a name if you wish to access these sounds via the environment options of a trigger.

Title is the text string that will be displayed on the screen when the sound file is played. See also Stringtable.csv

Setting volume (db) of music far from zero will disable fadeMusic command. Optimal values are from -10 to 10.

Use in missions:

playMusic  "MarsIntro"

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cfgIdentities

Class Define the identities of individual units, you can specify the face, type of glasses worn, voice, tone of voice and name of an identity. You then give a specific unit this identity by using the command setIdentity in the mission. Note: nameSound is only valid for Arma 3.
class CfgIdentities
{
	class MyLittleSoldier
	{
		name="Givens";
                nameSound = "Givens"; // Arma 3 only!
		face="whiteHead_06";
		glasses="None";
		speaker="Male05ENG";
		pitch=1.1;
	};
};

See Category:CfgIdentities for valid options for: face, glasses, speaker etc.

setIdentity

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cfgFunctions

Class Define a functions for your mission. See Functions Library for detailed info. Functions Library

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CfgUnitInsignia

Class Define custom unit insignia (shoulder patches).
class CfgUnitInsignia
{
	class 111thID
	{
		displayName = "111th Infantry Division"; // Name displayed in Arsenal
		author = "Bohemia Interactive"; // Author displayed in Arsenal
		texture = "\a3\UI_F_Bootcamp\Data\CfgUnitInsignia\B_111thID_texture_ca.paa"; // Image path
		textureVehicle = ""; // Does nothing currently, reserved for future use
	};
};
Arma 3 Unit Insignia

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keys

Array List of keys (needed for keysLimit)
keys[] = {"key1","key2","key3"};

Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used

keysLimit, doneKeys

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keysLimit

Number Number of keys from the keys list needed for unlock a mission.
keysLimit[] = 2;
keys, doneKeys

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doneKeys

Array Name of key(s) needed for mark a mission in SP missions list as completed.
doneKeys[] = {"key4"};

Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used

Keys can be activated using activateKey and checked by isKeyActive.

keys, keysLimit

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disabledAI

Number When 1, removes all playable units which do not have a human player. When 0, a logging out player will have AI take control of his character. Default value is 0. (MP)
disabledAI = 1;

Disabling all the AI units will prevent JIP into playable units.

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aiKills

Number Enables scorelist for AI players
aiKills = 1;

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briefing

Number Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.
briefing = 0;

Briefing will still be displayed until all clients are connected and done loading.

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debriefing

Number Defines if the debriefing is shown or not at the end of the mission.
debriefing = 0;

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showGPS

Number Enables/Disables the GPS
ShowGPS = 0;

In ArmA 1.04 toggle this option to disable the mini map attached to the GPS.

showGPS, shownGPS, visibleGPS

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showCompass

Number Defines if the compass is visible.
showCompass = 0;
showCompass, shownCompass, visibleCompass

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showMap

Number Defines if the map is shown after the mission starts.
showMap = 0;
showMap, shownMap

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showNotePad

Number In ArmA, defines if the NotePad is shown after the mission starts.
showNotePad = 0;

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showPad

Number Defines if the NotePad is shown after the mission starts. (Not in ArmA)
showPad = 0;
showPad, shownPad

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showWatch

Number Defines if the watch is visible.
showWatch = 0;
showWatch, shownWatch, visibleWatch

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showUAVFeed

Number Enables/Disables the UAV Feed
showUAVFeed = 0;
showUAVFeed, shownUAVFeed

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scriptedPlayer

Number When scripted player is enabled, game no longer shows "No player select" error message upon mission start when no player unit is present.
scriptedPlayer = 1;

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rscTitles

Class Defines custom UI displays.

To show such displays, use cutRsc or titleRsc.

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weapons

Class Set weapons available to players during the briefing.
class Weapons 
{
	class AK74 {count = 8;};
	class RPG7V {count = 2;};
	class Binocular {count = 2;};
};
magazines, backpacks

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magazines

Class Set magazines available to players during the briefing.
class Magazines 
{
	class 30Rnd_545x39_AK {count = 32;};
	class PG7V {count = 6;};
	class HandGrenade {count = 16;};
};
weapons, backpacks

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backpacks

Class Set backpacks available to players during the briefing.
class Backpacks 
{
 	class US_Patrol_Pack_EP1 {count = 4;};
 	class US_Assault_Pack_EP1 {count = 4;};
};
weapons, magazines

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weaponPool

Number Allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.
weaponPool = 1;

See also Command Group: Weapon Pool.

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allowSubordinatesTakeWeapons

Number Allows subordinates (i.e., not leaders) to equip items defined in weapons, magazines and backpacks.
allowSubordinatesTakeWeapons= 1;

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titleParam%

String titleParam1 and titleParam2 (% in title is replaced either by 1 or 2) are multiplayer options. These options are seen in the lobby of a multiplayer game. These options can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. Other popular uses include accelerate time, setting the mission difficulty or switching the intro on/off.

In the mission param1 and param2 have the values of the chosen options. Many people will assign a variable in the init.sqs file to param1 for simplicity, an example of this would be to assign variable timelimit = param1.

titleParam1 = "Time limit:";
valuesParam1[] = {0, 300, 600, 900};
defValueParam1 = 900;
textsParam1[] = {"Unlimited", "5 min", "10 min", "15 min"};
titleParam2 = "Score to win:";
valuesParam2[] = {10000, 5, 7, 10, 15, 20, 25, 30};
defValueParam2 = 5;
textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30};

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valuesParam%

Array See titleParam% titleParam%

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defValueParam%

Number See titleParam% titleParam%

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textsParam%

Array See titleParam% titleParam%

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params

Class See Arma 3 Mission Parameters

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header

Class See Multiplayer Game Types

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disableChannels

Array Disable global, side, command and system chat. MOTD and admin say have exception and will show in global. Introduced in BETA 1.60.93398.
disableChannels[]={0,1,2,6};

0 = Global
1 = Side
2 = Command
3 = Group
4 = Vehicle
5 = Direct
6 = System

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enableItemsDropping

Number Disable dropping items while swimming. Introduced in BETA 1.60.93965.
enableItemsDropping = 0;

0 = Disable
1 = Enable

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onPauseScript

String Executes a custom .sqf script in scheduled environment (execVM) when player brings up Game Pause screen (presses 'Esc' button). Display parameter of the resulting dialog is available via (_this select 0) inside the script.
onPauseScript = "myOnPauseScript.sqf";

NOTE: The script executes in its own namespace, so in order to pass external global variable to the script you need to explicitly indicate namespace passed variable defined in. For example, while expression like myVar = "123"; defined elsewhere usually is treated as if myVar belongs to missionNamespace, inside onPauseScript you have to be explicit about it:

hint str myVar; //Undefined variable myVar error!
hint str (missionNamespace getVariable "myVar"); //123 

The above is also true if defining global variable inside onPauseScript for use elsewhere:

myVar2 = "345"; //incorrect!
missionNamespace setVariable ["myVar2", "345"]; //correct!

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onLoadName

String String (usually mission name) shown during mission loading. The string is shown in a slightly larger font above the loadScreen. For example:
author="Varanon";
OnLoadName = "Point Insertion";
OnLoadMission = "A group of NATO soldiers is tasked with sabotaging a coastal defense.";
loadScreen = "images\loadScreen.paa";

This produces the pictured result. The onLoadMission text is placed below the load screen and the header gameType determines the game time on top of the box.

Loading Screens

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author

String Author of the mission. The default loading screen shows this string below the onLoadName in a smaller font prefixed by "by ". Loading Screens

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overviewPicture

String Path to image which will be displayed when the mission is highlighted on the mission selection screen. Image should be .paa format and in 2:1 aspect ratio. Mission Overview

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overviewText

String Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play. Mission Overview

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overviewTextLocked

String Text to be displayed below the overviewPicture on the mission selection screen when the mission is locked from play. Mission Overview

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joinUnassigned

Number By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer. Set it to 0/false to make him auto assigned to the side with least players.
joinUnassigned = 0;//false;

0 = Disable
1 = Enable
Default value: 1

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allowFunctionsLog

Number Allows functions to log to the RPT file. Set it to 1/true to allow RPT logging.
allowFunctionsLog = 1;//true

0 = Disable
1 = Enable

BIS_fnc_error

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enableDebugConsole

Number Allows access to the Debug Console outside of the editor during normal gameplay.
enableDebugConsole = 2;//dangerous in MP

0 = Default behavior, available only in editor
1 = Available in SP and for hosts / logged in admins
2 = Available for everyone

Mission_Editor:_Debug_Console


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corpseManagerMode

Number Sets the mode for corpse removal manager.
corpseManagerMode = 0;

0 = None - None of the units are managed by the manager
1 = All - All units are managed by the manager
2 = None_But_Respawned - Only units that can respawn are managed by the manager
3 = All_But_Respawned - All units are managed by th emanager with exception of respawned (opposite to mode 2)
Default value: 0 for SP, 2 for MP

wreckManagerMode, addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector

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corpseLimit

Number Corpse limit before which ( <= ) corpseRemovalMaxTime applies and after which ( > ) corpseRemovalMinTime applies (see below).
corpseLimit = 1;

Default value: 15

wreckLimit

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corpseRemovalMinTime

Number Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is breached.
corpseRemovalMinTime = 60; //seconds

Default value: 10

wreckRemovalMinTime

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corpseRemovalMaxTime

Number Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit.
corpseRemovalMaxTime = 1200; //seconds

Default value: 3600

wreckRemovalMaxTime


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wreckManagerMode

Number Sets the mode for wreck removal manager.
wreckManagerMode = 0;

0 = None - None of the vehicles are managed by the manager
1 = All - All vehicles are managed by the manager
2 = None_But_Respawned - Only vehicles that can respawn are managed by the manager
3 = All_But_Respawned - All vehicles are managed by th emanager with exception of respawned (opposite to mode 2)
Default value: 0 for SP, 2 for MP

corpseManagerMode, addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector


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wreckLimit

Number Vehicle wreck limit before which ( <= ) wreckRemovalMaxTime applies and after which ( > ) wreckRemovalMinTime applies (see below).
wreckLimit = 1;

Default value: 15

corpseLimit

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wreckRemovalMinTime

Number Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached.
wreckRemovalMinTime = 60; //seconds

Default value: 10

corpseRemovalMinTime

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wreckRemovalMaxTime

Number Maximum time a wreck can remain on the ground if total number of wrecks is equal or under wreckLimit.
wreckRemovalMaxTime = 1200; //seconds

Default value: 3600

corpseRemovalMaxTime

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forceRotorLibSimulation

Number Force enable or disable RotorLib.
forceRotorLibSimulation = 1; //force enable

Default value: 0 - options based; 1 - force enable; 2 - force disable